![]() A slain or dismissed familiar cannot be replaced for a year and day. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. Failure means he loses 200 experience points per sorcerer level success reduces the loss to one-half that amount. If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. As the sorcerer advances in level, his familiar also increases in power. The sorcerer chooses the kind of familiar he gets. The creature serves as a companion and servant. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. Doing so takes 24 hours and uses up magical materials that cost 100 gp. He does not have to decide ahead of time which spells he’ll cast.Ī sorcerer can obtain a familiar. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. ![]() Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. In effect, the sorcerer "loses" the old spell in exchange for the new one. Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. ![]() The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. In addition, he receives bonus spells per day if he has a high Charisma score.Ī sorcerer’s selection of spells is extremely limited. His base daily spell allotment is given on Table: The Sorcerer. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.Ī sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. They are not proficient with any type of armor or shield. Sorcerers are proficient with all simple weapons. The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).Īll of the following are class features of the sorcerer. Sorcerers & Wizards Table: The Sorcerer Level
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